/**************************************************** WOUNDS ****************************************************/ /datum/wound // number representing the current stage var/current_stage = 0 // description of the wound var/desc = "wound" //default in case something borks // amount of damage this wound causes var/damage = 0 // ticks of bleeding left. var/bleed_timer = 0 // amount of damage the current wound type requires(less means we need to apply the next healing stage) var/min_damage = 0 // is the wound bandaged? var/bandaged = 0 // Similar to bandaged, but works differently var/clamped = 0 // is the wound salved? var/salved = 0 // is the wound disinfected? var/disinfected = 0 var/created = 0 // number of wounds of this type var/amount = 1 // amount of germs in the wound var/germ_level = 0 /* These are defined by the wound type and should not be changed */ // stages such as "cut", "deep cut", etc. var/list/stages // internal wounds can only be fixed through surgery var/internal = 0 // maximum stage at which bleeding should still happen, counted from the right rather than the left of the list // 1 means all stages except the last should bleed var/max_bleeding_stage = 1 // one of CUT, BRUISE, BURN var/damage_type = CUT // whether this wound needs a bandage/salve to heal at all // the maximum amount of damage that this wound can have and still autoheal var/autoheal_cutoff = 15 // helper lists var/tmp/list/desc_list = list() var/tmp/list/damage_list = list() New(var/damage) created = world.time // reading from a list("stage" = damage) is pretty difficult, so build two separate // lists from them instead for(var/V in stages) desc_list += V damage_list += stages[V] src.damage = damage max_bleeding_stage = src.desc_list.len - max_bleeding_stage // initialize with the appropriate stage src.init_stage(damage) bleed_timer += damage // returns 1 if there's a next stage, 0 otherwise proc/init_stage(var/initial_damage) current_stage = stages.len while(src.current_stage > 1 && src.damage_list[current_stage-1] <= initial_damage / src.amount) src.current_stage-- src.min_damage = damage_list[current_stage] src.desc = desc_list[current_stage] // the amount of damage per wound proc/wound_damage() return src.damage / src.amount proc/can_autoheal() if(src.wound_damage() <= autoheal_cutoff) return 1 return is_treated() // checks whether the wound has been appropriately treated proc/is_treated() if(damage_type == BRUISE || damage_type == CUT) return bandaged else if(damage_type == BURN) return salved // Checks whether other other can be merged into src. proc/can_merge(var/datum/wound/other) if (other.type != src.type) return 0 if (other.current_stage != src.current_stage) return 0 if (other.damage_type != src.damage_type) return 0 if (!(other.can_autoheal()) != !(src.can_autoheal())) return 0 if (!(other.bandaged) != !(src.bandaged)) return 0 if (!(other.clamped) != !(src.clamped)) return 0 if (!(other.salved) != !(src.salved)) return 0 if (!(other.disinfected) != !(src.disinfected)) return 0 //if (other.germ_level != src.germ_level) return 0 return 1 proc/merge_wound(var/datum/wound/other) src.damage += other.damage src.amount += other.amount src.bleed_timer += other.bleed_timer src.germ_level = max(src.germ_level, other.germ_level) src.created = max(src.created, other.created) //take the newer created time // checks if wound is considered open for external infections // untreated cuts (and bleeding bruises) and burns are possibly infectable, chance higher if wound is bigger proc/infection_check() if (damage < 10) //small cuts, tiny bruises, and moderate burns shouldn't be infectable. return 0 if (is_treated() && damage < 25) //anything less than a flesh wound (or equivalent) isn't infectable if treated properly return 0 if (disinfected) germ_level = 0 //reset this, just in case return 0 if (damage_type == BRUISE && !bleeding()) //bruises only infectable if bleeding return 0 var/dam_coef = round(damage/10) switch (damage_type) if (BRUISE) return prob(dam_coef*5) if (BURN) return prob(dam_coef*10) if (CUT) return prob(dam_coef*20) return 0 // heal the given amount of damage, and if the given amount of damage was more // than what needed to be healed, return how much heal was left // set @heals_internal to also heal internal organ damage proc/heal_damage(amount, heals_internal = 0) if(src.internal && !heals_internal) // heal nothing return amount var/healed_damage = min(src.damage, amount) amount -= healed_damage src.damage -= healed_damage while(src.wound_damage() < damage_list[current_stage] && current_stage < src.desc_list.len) current_stage++ desc = desc_list[current_stage] src.min_damage = damage_list[current_stage] // return amount of healing still leftover, can be used for other wounds return amount // opens the wound again proc/open_wound(damage) src.damage += damage bleed_timer += damage while(src.current_stage > 1 && src.damage_list[current_stage-1] <= src.damage / src.amount) src.current_stage-- src.desc = desc_list[current_stage] src.min_damage = damage_list[current_stage] // returns whether this wound can absorb the given amount of damage. // this will prevent large amounts of damage being trapped in less severe wound types proc/can_worsen(damage_type, damage) if (src.damage_type != damage_type) return 0 //incompatible damage types if (src.amount > 1) return 0 //with 1.5*, a shallow cut will be able to carry at most 30 damage, //37.5 for a deep cut //52.5 for a flesh wound, etc. var/max_wound_damage = 1.5*src.damage_list[1] if (src.damage + damage > max_wound_damage) return 0 return 1 proc/bleeding() if (src.internal) return 0 // internal wounds don't bleed in the sense of this function if (current_stage > max_bleeding_stage) return 0 if (bandaged||clamped) return 0 if (wound_damage() <= 30 && bleed_timer <= 0) return 0 //Bleed timer has run out. Wounds with more than 30 damage don't stop bleeding on their own. return (damage_type == BRUISE && wound_damage() >= 20 || damage_type == CUT && wound_damage() >= 5) /** WOUND DEFINITIONS **/ //Note that the MINIMUM damage before a wound can be applied should correspond to //the damage amount for the stage with the same name as the wound. //e.g. /datum/wound/cut/deep should only be applied for 15 damage and up, //because in it's stages list, "deep cut" = 15. /proc/get_wound_type(var/type = CUT, var/damage) switch(type) if(CUT) switch(damage) if(70 to INFINITY) return /datum/wound/cut/massive if(60 to 70) return /datum/wound/cut/gaping_big if(50 to 60) return /datum/wound/cut/gaping if(25 to 50) return /datum/wound/cut/flesh if(15 to 25) return /datum/wound/cut/deep if(0 to 15) return /datum/wound/cut/small if(BRUISE) return /datum/wound/bruise if(BURN) switch(damage) if(50 to INFINITY) return /datum/wound/burn/carbonised if(40 to 50) return /datum/wound/burn/deep if(30 to 40) return /datum/wound/burn/severe if(15 to 30) return /datum/wound/burn/large if(0 to 15) return /datum/wound/burn/moderate return null //no wound /** CUTS **/ /datum/wound/cut/small // link wound descriptions to amounts of damage max_bleeding_stage = 2 stages = list("ugly ripped cut" = 20, "ripped cut" = 10, "cut" = 5, "healing cut" = 2, "small scab" = 0) damage_type = CUT /datum/wound/cut/deep max_bleeding_stage = 3 stages = list("ugly deep ripped cut" = 25, "deep ripped cut" = 20, "deep cut" = 15, "clotted cut" = 8, "scab" = 2, "fresh skin" = 0) damage_type = CUT /datum/wound/cut/flesh max_bleeding_stage = 4 stages = list("ugly ripped flesh wound" = 35, "ugly flesh wound" = 30, "flesh wound" = 25, "blood soaked clot" = 15, "large scab" = 5, "fresh skin" = 0) damage_type = CUT /datum/wound/cut/gaping max_bleeding_stage = 2 stages = list("gaping wound" = 50, "large blood soaked clot" = 25, "large clot" = 15, "small angry scar" = 5, "small straight scar" = 0) damage_type = CUT /datum/wound/cut/gaping_big max_bleeding_stage = 2 stages = list("big gaping wound" = 60, "healing gaping wound" = 40, "large angry scar" = 10, "large straight scar" = 0) damage_type = CUT datum/wound/cut/massive max_bleeding_stage = 2 stages = list("massive wound" = 70, "massive healing wound" = 50, "massive angry scar" = 10, "massive jagged scar" = 0) damage_type = CUT /** BRUISES **/ /datum/wound/bruise stages = list("monumental bruise" = 80, "huge bruise" = 50, "large bruise" = 30,\ "moderate bruise" = 20, "small bruise" = 10, "tiny bruise" = 5) max_bleeding_stage = 3 autoheal_cutoff = 30 damage_type = BRUISE /** BURNS **/ /datum/wound/burn/moderate stages = list("ripped burn" = 10, "moderate burn" = 5, "healing moderate burn" = 2, "fresh skin" = 0) damage_type = BURN /datum/wound/burn/large stages = list("ripped large burn" = 20, "large burn" = 15, "healing large burn" = 5, "fresh skin" = 0) damage_type = BURN /datum/wound/burn/severe stages = list("ripped severe burn" = 35, "severe burn" = 30, "healing severe burn" = 10, "burn scar" = 0) damage_type = BURN /datum/wound/burn/deep stages = list("ripped deep burn" = 45, "deep burn" = 40, "healing deep burn" = 15, "large burn scar" = 0) damage_type = BURN /datum/wound/burn/carbonised stages = list("carbonised area" = 50, "healing carbonised area" = 20, "massive burn scar" = 0) damage_type = BURN /** INTERNAL BLEEDING **/ /datum/wound/internal_bleeding internal = 1 stages = list("severed artery" = 30, "cut artery" = 20, "damaged artery" = 10, "bruised artery" = 5) autoheal_cutoff = 5 max_bleeding_stage = 0 //all stages bleed. It's called internal bleeding after all. /** EXTERNAL ORGAN LOSS **/ /datum/wound/lost_limb damage_type = CUT stages = list("ripped stump" = 65, "bloody stump" = 50, "clotted stump" = 25, "scarred stump" = 0) max_bleeding_stage = 3 can_merge(var/datum/wound/other) return 0 //cannot be merged /datum/wound/lost_limb/small stages = list("ripped stump" = 40, "bloody stump" = 30, "clotted stump" = 15, "scarred stump" = 0)